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172 lines
9.6 KiB
C
172 lines
9.6 KiB
C
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#ifndef MATRIXLIB_H
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#define MATRIXLIB_H
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#ifndef M_PI
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#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
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#endif
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//#define MATRIX4x4_OPENGLORIENTATION
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typedef struct matrix4x4_s
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{
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vec_t m[4][4];
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}
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matrix4x4_t;
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extern const matrix4x4_t identitymatrix;
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// functions for manipulating 4x4 matrices
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// copy a matrix4x4
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void Matrix4x4_Copy (matrix4x4_t *out, const matrix4x4_t *in);
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// copy only the rotation portion of a matrix4x4
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void Matrix4x4_CopyRotateOnly (matrix4x4_t *out, const matrix4x4_t *in);
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// copy only the translate portion of a matrix4x4
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void Matrix4x4_CopyTranslateOnly (matrix4x4_t *out, const matrix4x4_t *in);
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// multiply two matrix4x4 together, combining their transformations
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// (warning: order matters - Concat(a, b, c) != Concat(a, c, b))
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void Matrix4x4_Concat (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_t *in2);
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// swaps the rows and columns of the matrix
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// (is this useful for anything?)
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void Matrix4x4_Transpose (matrix4x4_t *out, const matrix4x4_t *in1);
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// creates a matrix that does the opposite of the matrix provided
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// this is a full matrix inverter, it should be able to invert any matrix that
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// is possible to invert
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// (non-uniform scaling, rotation, shearing, and translation, possibly others)
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// warning: this function is SLOW
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int Matrix4x4_Invert_Full (matrix4x4_t *out, const matrix4x4_t *in1);
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// creates a matrix that does the opposite of the matrix provided
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// only supports translate, rotate, scale (not scale3) matrices
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void Matrix4x4_Invert_Simple (matrix4x4_t *out, const matrix4x4_t *in1);
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// blends between two matrices, used primarily for animation interpolation
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// (note: it is recommended to follow this with Matrix4x4_Normalize, a method
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// known as nlerp rotation, often better for animation purposes than slerp)
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void Matrix4x4_Interpolate (matrix4x4_t *out, matrix4x4_t *in1, matrix4x4_t *in2, double frac);
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// zeros all matrix components, used with Matrix4x4_Accumulate
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void Matrix4x4_Clear (matrix4x4_t *out);
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// adds a weighted contribution from the supplied matrix, used to blend 3 or
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// more matrices with weighting, it is recommended that Matrix4x4_Normalize be
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// called afterward (a method known as nlerp rotation, often better for
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// animation purposes than slerp)
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void Matrix4x4_Accumulate (matrix4x4_t *out, matrix4x4_t *in, double weight);
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// creates a matrix that does the same rotation and translation as the matrix
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// provided, but no uniform scaling, does not support scale3 matrices
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void Matrix4x4_Normalize (matrix4x4_t *out, matrix4x4_t *in1);
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// creates a matrix with vectors normalized individually (use after
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// Matrix4x4_Accumulate)
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void Matrix4x4_Normalize3 (matrix4x4_t *out, matrix4x4_t *in1);
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// modifies a matrix to have all vectors and origin reflected across the plane
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// to the opposite side (at least if axisscale is -2)
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void Matrix4x4_Reflect (matrix4x4_t *out, double normalx, double normaly, double normalz, double dist, double axisscale);
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// creates an identity matrix
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// (a matrix which does nothing)
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void Matrix4x4_CreateIdentity (matrix4x4_t *out);
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// creates a translate matrix
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// (moves vectors)
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void Matrix4x4_CreateTranslate (matrix4x4_t *out, double x, double y, double z);
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// creates a rotate matrix
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// (rotates vectors)
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void Matrix4x4_CreateRotate (matrix4x4_t *out, double angle, double x, double y, double z);
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// creates a scaling matrix
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// (expands or contracts vectors)
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// (warning: do not apply this kind of matrix to direction vectors)
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void Matrix4x4_CreateScale (matrix4x4_t *out, double x);
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// creates a squishing matrix
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// (expands or contracts vectors differently in different axis)
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// (warning: this is not reversed by Invert_Simple)
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// (warning: do not apply this kind of matrix to direction vectors)
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void Matrix4x4_CreateScale3 (matrix4x4_t *out, double x, double y, double z);
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// creates a matrix for a quake entity
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void Matrix4x4_CreateFromQuakeEntity(matrix4x4_t *out, double x, double y, double z, double pitch, double yaw, double roll, double scale);
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// converts a matrix4x4 to a set of 3D vectors for the 3 axial directions, and the translate
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void Matrix4x4_ToVectors(const matrix4x4_t *in, vec_t vx[3], vec_t vy[3], vec_t vz[3], vec_t t[3]);
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// creates a matrix4x4 from a set of 3D vectors for axial directions, and translate
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void Matrix4x4_FromVectors(matrix4x4_t *out, const vec_t vx[3], const vec_t vy[3], const vec_t vz[3], const vec_t t[3]);
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// converts a matrix4x4 to a double[16] array in the OpenGL orientation
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void Matrix4x4_ToArrayDoubleGL(const matrix4x4_t *in, double out[16]);
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// creates a matrix4x4 from a double[16] array in the OpenGL orientation
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void Matrix4x4_FromArrayDoubleGL(matrix4x4_t *out, const double in[16]);
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// converts a matrix4x4 to a double[16] array in the Direct3D orientation
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void Matrix4x4_ToArrayDoubleD3D(const matrix4x4_t *in, double out[16]);
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// creates a matrix4x4 from a double[16] array in the Direct3D orientation
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void Matrix4x4_FromArrayDoubleD3D(matrix4x4_t *out, const double in[16]);
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// converts a matrix4x4 to a float[16] array in the OpenGL orientation
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void Matrix4x4_ToArrayFloatGL(const matrix4x4_t *in, float out[16]);
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// creates a matrix4x4 from a float[16] array in the OpenGL orientation
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void Matrix4x4_FromArrayFloatGL(matrix4x4_t *out, const float in[16]);
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// converts a matrix4x4 to a float[16] array in the Direct3D orientation
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void Matrix4x4_ToArrayFloatD3D(const matrix4x4_t *in, float out[16]);
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// creates a matrix4x4 from a float[16] array in the Direct3D orientation
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void Matrix4x4_FromArrayFloatD3D(matrix4x4_t *out, const float in[16]);
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// converts a matrix4x4 to a float[12] array in the OpenGL orientation
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void Matrix4x4_ToArray12FloatGL(const matrix4x4_t *in, float out[12]);
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// creates a matrix4x4 from a float[12] array in the OpenGL orientation
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void Matrix4x4_FromArray12FloatGL(matrix4x4_t *out, const float in[12]);
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// converts a matrix4x4 to a float[12] array in the Direct3D orientation
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void Matrix4x4_ToArray12FloatD3D(const matrix4x4_t *in, float out[12]);
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// creates a matrix4x4 from a float[12] array in the Direct3D orientation
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void Matrix4x4_FromArray12FloatD3D(matrix4x4_t *out, const float in[12]);
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// creates a matrix4x4 from an origin and quaternion (used mostly with skeletal model formats such as PSK)
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void Matrix4x4_FromOriginQuat(matrix4x4_t *m, double ox, double oy, double oz, double x, double y, double z, double w);
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// creates an origin and quaternion from a matrix4x4_t, quat[3] is always positive
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void Matrix4x4_ToOrigin3Quat4Float(const matrix4x4_t *m, float *origin, float *quat);
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// creates a matrix4x4 from an origin and canonical unit-length quaternion (used mostly with skeletal model formats such as MD5)
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void Matrix4x4_FromDoom3Joint(matrix4x4_t *m, double ox, double oy, double oz, double x, double y, double z);
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// creates a matrix4x4_t from an origin and canonical unit-length quaternion in short[7] normalized format
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void Matrix4x4_FromBonePose7s(matrix4x4_t *m, float originscale, const short *pose7s);
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// creates a short[7] representation from normalized matrix4x4_t
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void Matrix4x4_ToBonePose7s(const matrix4x4_t *m, float origininvscale, short *pose7s);
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// blends two matrices together, at a given percentage (blend controls percentage of in2)
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void Matrix4x4_Blend (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_t *in2, double blend);
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// transforms a 3D vector through a matrix4x4
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void Matrix4x4_Transform (const matrix4x4_t *in, const vec_t v[3], vec_t out[3]);
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// transforms a 4D vector through a matrix4x4
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// (warning: if you don't know why you would need this, you don't need it)
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// (warning: the 4th component of the vector should be 1.0)
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void Matrix4x4_Transform4 (const matrix4x4_t *in, const vec_t v[4], vec_t out[4]);
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// reverse transforms a 3D vector through a matrix4x4, at least for *simple*
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// cases (rotation and translation *ONLY*), this attempts to undo the results
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// of Transform
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//void Matrix4x4_SimpleUntransform (const matrix4x4_t *in, const vec_t v[3], vec_t out[3]);
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// transforms a direction vector through the rotation part of a matrix
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void Matrix4x4_Transform3x3 (const matrix4x4_t *in, const vec_t v[3], vec_t out[3]);
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// transforms a positive distance plane (A*x+B*y+C*z-D=0) through a rotation or translation matrix
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void Matrix4x4_TransformPositivePlane (const matrix4x4_t *in, vec_t x, vec_t y, vec_t z, vec_t d, vec_t *o);
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// transforms a standard plane (A*x+B*y+C*z+D=0) through a rotation or translation matrix
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void Matrix4x4_TransformStandardPlane (const matrix4x4_t *in, vec_t x, vec_t y, vec_t z, vec_t d, vec_t *o);
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// ease of use functions
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// immediately applies a Translate to the matrix
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void Matrix4x4_ConcatTranslate (matrix4x4_t *out, double x, double y, double z);
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// immediately applies a Rotate to the matrix
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void Matrix4x4_ConcatRotate (matrix4x4_t *out, double angle, double x, double y, double z);
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// immediately applies a Scale to the matrix
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void Matrix4x4_ConcatScale (matrix4x4_t *out, double x);
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// immediately applies a Scale3 to the matrix
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void Matrix4x4_ConcatScale3 (matrix4x4_t *out, double x, double y, double z);
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// extracts origin vector (translate) from matrix
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void Matrix4x4_OriginFromMatrix (const matrix4x4_t *in, vec_t *out);
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// extracts scaling factor from matrix (only works for uniform scaling)
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double Matrix4x4_ScaleFromMatrix (const matrix4x4_t *in);
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// replaces origin vector (translate) in matrix
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void Matrix4x4_SetOrigin (matrix4x4_t *out, double x, double y, double z);
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// moves origin vector (translate) in matrix by a simple translate
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void Matrix4x4_AdjustOrigin (matrix4x4_t *out, double x, double y, double z);
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// scales vectors of a matrix in place and allows you to scale origin as well
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void Matrix4x4_Scale (matrix4x4_t *out, double rotatescale, double originscale);
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// ensures each element of the 3x3 rotation matrix is facing in the + direction
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void Matrix4x4_Abs (matrix4x4_t *out);
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#endif
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